Does anyone know if it Is possible to create an automatic train station? I don't know how to stop and start the trains automatically.
Thx for any hint. ^^
use railcraft boarding/holding tracks, they'll boost you to max speed for a couple of blocks, then come to an instant hault WITHOUT fuel. WITH fuel(and water for steam), they'll boost you for a good distance.
Spitfire;
How difficult would it be to incorporate weather effects on the trains?
I ask because I'm looking at a new train set project for the mod. Snow plows. A rotary-powered, rotary-unpowered (pushed), non-rotary-powered, non-rotary-unpowered (pushed), and tender-like plows. In regards to their usefulness, perhaps snow inside the three block range will force a speed reduction on all trains without plows? And perhaps the diesels could have a sanding function for when it rains...
Shoot the idea down now so I don't waste time modeling if you must or if it is impossible to incorporate.
Edit: non-rotary-unpowered and tender-like are the same... so scratch one of the two. Also, Maybe steamers will burn water faster in the desert, and non-electric trains left in tunnels to long will do damage to the player...
Collisions/derailments would also be nice. If you try to hook up a car too fast, it will hop of the tracks or just break. I dunno, just random ideas.
Do you need a loco or can you just have an automated rail car line? Vanilla minecrafters have setups like that all the time with ordinary minecarts.
you only need a loco, when u don't want booster rails, control rails, etc. if you would like to keep traveling you will need to put some fuel in your loco, then press your button or lever or what you have. btw, I run out of boost before i put in my fuel, because i have a player detector next to my boarding rail, so i get in and im off at max speed before i can put in fuel. then i stop(no fuel + no boost = 0 fph(feet per hour)), then put in fuel then keep going. but i get no crashes
ok, I have inserted fuel and water before. To extend the range I use the tender.
This way the train starts very fast (with the railcraft launcher rail) and after a couple of blocks it tends to crash with no reason. Sometimes the train can drive for some minutes without a crash. But it's way too fast, because it always looses some of its wagons.
In the past the railcraft launcher rail worked very well with trainmod trains. (by using older versions of trainmod, railcraft and forge) But at some point it stopped working.
the only reason I've EVER used launcher rails, is for TNT cart destruction! Which is really fun, you should totally try it. However using launcher rails for a speed boost isn't one of your greatest ideas(sounds fun though, except for crashes obviously). Try the "boarding track", "holding track" or their "train" versions. but seriously, put tracks in this order: block with button, booster rail, priming rail, normal track, launcher rail. make sure to use a TNT cart though! and do VERY far from home. crowbar changes all sorts of stuff when used on launcher/priming rails.
to bad no one seems to like the better mine cart idea o well
I'll try and put together an improved minecart, and maybe a mine train. Chandler did say he would if he got more than one person supporting the idea.
So, no, you're wrong, people do like your idea.
you only need a loco, when u don't want booster rails, control rails, etc. if you would like to keep traveling you will need to put some fuel in your loco, then press your button or lever or what you have. btw, I run out of boost before i put in my fuel, because i have a player detector next to my boarding rail, so i get in and im off at max speed before i can put in fuel. then i stop(no fuel + no boost = 0 fph(feet per hour)), then put in fuel then keep going. b...
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this is my setup
diamond-shaped thing is a disembarking track, so you will be automaticly pushed out of the train, then you get, or some one else will(this will be an SMP map for me a and few friends). once you're in it'll send you flying, and then you will keep going if you boarded a departing train(there is another track that loops to this one which is where you would stop, because you needed fuel, the loop part has a working water tower, and coal coke loader, thus you are already fuel when departing!).
Here is an example of what happens if you use the railcraft boarding track with trainmod.
The train starts very fast and the decoupling happens after a few blocks. Finally the train (filled with coal and water) crashes into the decoupled wagons. I wish I could set the speed of the boarding track.
Without wagons the train crashes itself after a while.
Sorry for the lag. It's because of the screen recording software.
firstly try it with out the zigzag thing, they crash because the loco is too close the the other track with trains(i had the same problem when making a display). and the tight u-turn is probably the source of your uncoupling issue
secondly, i saw zero lag, but the sound was a bit messed up, are you at a party, or is your mic not working properly, or <type the problem here>.
Anyway to get some sort of monster immunity when on a train? Perhaps while in the train monsters ignore you?
I've lost quite a few trains and rail do to creepers bunching up at the track. Now with minecarts and standard stuff this isn't that much an issue since you don't usually make cross-country minecart trains. But as I've begun to put together larger trains that go cross country full of stuff to an NPC village it's become a constant problem.
Sucks when you lose six or more full freight cars. Either that or having to stop from 55+ mph to get out, kill the creepers in the way then start back up again.
I figured the engine and passenger cars could emit light. Perhaps when sitting on the train you are invisible to monsters?
Again thanks for this awesome mod. Still waiting for that freight car
Spitfire;
How difficult would it be to incorporate weather effects on the trains?
I ask because I'm looking at a new train set project for the mod. Snow plows. A rotary-powered, rotary-unpowered (pushed), non-rotary-powered, non-rotary-unpowered (pushed), and tender-like plows. In regards to their usefulness, perhaps snow inside the three block range will force a speed reduction on all trains without plows? And perhaps the diesels could have a sanding function for when it rains...
Shoot the idea down now so I don't waste time modeling if you must or if it is impossible to incorporate.
Edit: non-rotary-unpowered and tender-like are the same... so scratch one of the two. Also, Maybe steamers will burn water faster in the desert, and non-electric trains left in tunnels to long will do damage to the player...
Collisions/derailments would also be nice. If you try to hook up a car too fast, it will hop of the tracks or just break. I dunno, just random ideas.
What I can do:
Detecting if it's raining/snowing might be possible, but:
snow won't deposit on tracks, so it might be a bit strange to slow down trains. but it's perfectly possible
It's also possible to request sand when it's raining but how would I render sand on tracks?
If you create new models, please try to scale them like the ones from ChandlerBingUA. It's a good scale, not too big, not too small. And smaller models = less flickering
Anyway to get some sort of monster immunity when on a train? Perhaps while in the train monsters ignore you?
I've lost quite a few trains and rail do to creepers bunching up at the track. Now with minecarts and standard stuff this isn't that much an issue since you don't usually make cross-country minecart trains. But as I've begun to put together larger trains that go cross country full of stuff to an NPC village it's become a constant problem.
Sucks when you lose six or more full freight cars. Either that or having to stop from 55+ mph to get out, kill the creepers in the way then start back up again.
I figured the engine and passenger cars could emit light. Perhaps when sitting on the train you are invisible to monsters?
Again thanks for this awesome mod. Still waiting for that freight car
Spitfire;
How difficult would it be to incorporate weather effects on the trains?
I ask because I'm looking at a new train set project for the mod. Snow plows. A rotary-powered, rotary-unpowered (pushed), non-rotary-powered, non-rotary-unpowered (pushed), and tender-like plows. In regards to their usefulness, perhaps snow inside the three block range will force a speed reduction on all trains without plows? And perhaps the diesels could have a sanding function for when it rains...
Shoot the idea down now so I don't waste time modeling if you must or if it is impossible to incorporate.
Edit: non-rotary-unpowered and tender-like are the same... so scratch one of the two. Also, Maybe steamers will burn water faster in the desert, and non-electric trains left in tunnels to long will do damage to the player...
Collisions/derailments would also be nice. If you try to hook up a car too fast, it will hop of the tracks or just break. I dunno, just random ideas.
if i recall correctly most people per say will incorporate this mod alongside railcraft as it seems to compliment each other well,for that matter i recall railcraft has modified some parts of codes to prevent tracks being destroyed when in contact with water and lava,i believe this might apply to sand or any gravity affected blocks.
Hey I love this mod and I was just wondering if there was a bukkit version available for SMP.
Bukkit is being worked on developer level with a bukkit porter however,if i recall on one of the threads in MCPortCentral,the porter will not port the mod until the SMP version has resolved its critical bugs which you can see on the trains and zeppelins wiki.
What I can do:
Detecting if it's raining/snowing might be possible, but:
snow won't deposit on tracks, so it might be a bit strange to slow down trains. but it's perfectly possible
It's also possible to request sand when it's raining but how would I render sand on tracks?
If you create new models, please try to scale them like the ones from ChandlerBingUA. It's a good scale, not too big, not too small. And smaller models = less flickering
Maybe, I will have to look at EntityPlayer's code
as per the previous quote ;
「if i recall correctly most people per say will incorporate this mod alongside railcraft as it seems to compliment each other well,for that matter i recall railcraft has modified some parts of codes to prevent tracks being destroyed when in contact with water and lava,i believe this might apply to sand or any gravity affected blocks.」
it would be quite awkward to have floating sand blocks 1 meter above the track due to railcraft modifiying some variables about track destruction being affected by gravity governed blocks.
about EntityPlayer,i recall in the past you mentioned something in relation to Entities in the future version of 「Trains and Zeppelins」 trains on fullspeed or a certain speed when hitting an entity full force will damage the entity which in this case creepers and the like and possibly LittleMaidMobs.
If you are taking a look at this code,instead of allowing Mobs to ignore your presence allow the Locomotives which hit Mobs head on within a set speed either damage them or kill them,since by real logic oncoming trains can kill.
this would make more sense in this case.
※probably you might have made sadistic locomotive operators who enjoy literally plowing through live objects with EntityPlayers code being modified 「jokes」
EDIT : about the suggestion on quote 1,as the mod grows larger do you think a possibility of building the mod based on a module system where you can turn on or off types of Locomotives.
Eg. diesel based locomotive module,coal based locomotive module,electric based locomotive model and highspeed locomotive module.
this is not a must do suggestion but rather a complimenting suggestion which i myself isnt sure if it is good nor bad,so i would appreciate some discussion/feedback
Need to improve the collision. Also need add the ability to crash
I think that is not enough process of crash trains and carts. Some situations really need it.
through the passage should be removed. it should not be
trains and carts must stop at this situation
The crash can look like this
Сollision of cars and trains at high speed must be accompanied by crash
This situation must be with crash:
broken rails must create crash also
so i think: have done better collision system, and add an algorithm for crash at collision at high speeds
ps I think it is more important than the weather effects)
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
What I can do:
Detecting if it's raining/snowing might be possible, but:
snow won't deposit on tracks, so it might be a bit strange to slow down trains. but it's perfectly possible
It's also possible to request sand when it's raining but how would I render sand on tracks?
maybe if the train is spreading sand on the tracks, you could re-texture the tracks, so their texture looked like it had sand on it. this effect would wear off randomly, after a set amount of time, setting the texture back to the original. randomly because if the sand wore off after an exact amount of time, you would probably get tons of lag if the sand was spread over a long distance: long sandy track distance + exact removal time = lots of lag, long sandy track distance + random removal between a set times = little or no lag. same idea with snowy tracks, except the plow would remove the snow not place it. snowy track without plow, could maybe be the same as wooden track from railcraft; minecarts go REALLY slow on wooden tracks, when CovertJaguar says "so your riders have time to enjoy the scenery" he means it!
why don't you just make the head lights on the trains emit light, like they actually work! and maybe put similar lights on future trains(modified to match style of course).
What I can do:
Detecting if it's raining/snowing might be possible, but:
snow won't deposit on tracks, so it might be a bit strange to slow down trains. but it's perfectly possible
It's also possible to request sand when it's raining but how would I render sand on tracks?
If you create new models, please try to scale them like the ones from ChandlerBingUA. It's a good scale, not too big, not too small. And smaller models = less flickering
Maybe, I will have to look at EntityPlayer's code
Yeah, That scale has caught me twice. First was too small, second too big.
In regards to sanding, it could be just a particle effect, or have nothing besides a GUI indication. Well, maybe the snow to the side slows the train because blocks to the side stop the trains.
Optifine has a function that allows snow to sit on rails by the way, so it's not unheard of.
Minor detail on Sanding, maybe it is only necessary when you have 10-20 cars or more? In the real world any diesel can get going on its own, but with a hundred cars up a 3 degree slope for ten miles in a monsoon, it's not going to happen.
Need to improve the collision. Also need add the ability to crash
I think that is not enough process of crash trains and carts. Some situations really need it.
through the passage should be removed. it should not be
trains and carts must stop at this situation
The crash can look like this
-SnippedLargeImage-
Сollision of cars and trains at high speed must be accompanied by crash
This situation must be with crash:
broken rails must create crash also
so i think: have done better collision system, and add an algorithm for crash at collision at high speeds
ps I think it is more important than the weather effects)
Edit: non-rotary-unpowered and tender-like are the same... so scratch one of the two. Also, Maybe steamers will burn water faster in the desert, and non-electric trains left in tunnels to long will do damage to the player... Collisions/derailments would also be nice. If you try to hook up a car too fast, it will hop of the tracks or just break. I dunno, just random ideas.
I agreed in the future of the past. Realistic Collisions are important. However, Minecraft lacks something to make sense of all these ideas. PROPER RAILROADS. Turns that are not 90 Degrees. We've gone over this before though, and Spitfire ran into problems with having blocks ignore the cube grid.
However, anyone play Sim City 4? The tracks in that game are limited to the grid, but are shaped so the tiling creates longer smoother curves.
use railcraft boarding/holding tracks, they'll boost you to max speed for a couple of blocks, then come to an instant hault WITHOUT fuel. WITH fuel(and water for steam), they'll boost you for a good distance.
How difficult would it be to incorporate weather effects on the trains?
I ask because I'm looking at a new train set project for the mod. Snow plows. A rotary-powered, rotary-unpowered (pushed), non-rotary-powered, non-rotary-unpowered (pushed), and tender-like plows. In regards to their usefulness, perhaps snow inside the three block range will force a speed reduction on all trains without plows? And perhaps the diesels could have a sanding function for when it rains...
Shoot the idea down now so I don't waste time modeling if you must or if it is impossible to incorporate.
Edit: non-rotary-unpowered and tender-like are the same... so scratch one of the two. Also, Maybe steamers will burn water faster in the desert, and non-electric trains left in tunnels to long will do damage to the player...
Collisions/derailments would also be nice. If you try to hook up a car too fast, it will hop of the tracks or just break. I dunno, just random ideas.
I preemptively apologize for my sarcasm.
yes, but it stops, before i have the chance to put fuel in for it to continue moving after the boost
Do you need a loco or can you just have an automated rail car line? Vanilla minecrafters have setups like that all the time with ordinary minecarts.
I preemptively apologize for my sarcasm.
you only need a loco, when u don't want booster rails, control rails, etc. if you would like to keep traveling you will need to put some fuel in your loco, then press your button or lever or what you have. btw, I run out of boost before i put in my fuel, because i have a player detector next to my boarding rail, so i get in and im off at max speed before i can put in fuel. then i stop(no fuel + no boost = 0 fph(feet per hour)), then put in fuel then keep going. but i get no crashes
i don't mind the idea at all, i don't use minecarts that much(becuae of this mod) but a better look never hurt anyone.
the only reason I've EVER used launcher rails, is for TNT cart destruction! Which is really fun, you should totally try it. However using launcher rails for a speed boost isn't one of your greatest ideas(sounds fun though, except for crashes obviously). Try the "boarding track", "holding track" or their "train" versions. but seriously, put tracks in this order: block with button, booster rail, priming rail, normal track, launcher rail. make sure to use a TNT cart though! and do VERY far from home. crowbar changes all sorts of stuff when used on launcher/priming rails.
I'll try and put together an improved minecart, and maybe a mine train. Chandler did say he would if he got more than one person supporting the idea.
So, no, you're wrong, people do like your idea.
I was just giving a suggestion.
I preemptively apologize for my sarcasm.
Draft Gear buddy. Wiki has specifics, but simply click the loco and the car with the draft gear in hand and push 'em together. Linkage complete.
I preemptively apologize for my sarcasm.
did i come across as pushy or something, because i was just answering your question?
crowbar adjusts how far it will fly, min and max are in the config i think.
No, no, I didn't ask a question. Just specifying, t'is all. I didn't intend to come across as hostile, sorry.
Edit: Way to go! 100 posts! What a great celebratory comment.
I preemptively apologize for my sarcasm.
this is my setup
diamond-shaped thing is a disembarking track, so you will be automaticly pushed out of the train, then you get, or some one else will(this will be an SMP map for me a and few friends). once you're in it'll send you flying, and then you will keep going if you boarded a departing train(there is another track that loops to this one which is where you would stop, because you needed fuel, the loop part has a working water tower, and coal coke loader, thus you are already fuel when departing!).
firstly try it with out the zigzag thing, they crash because the loco is too close the the other track with trains(i had the same problem when making a display). and the tight u-turn is probably the source of your uncoupling issue
secondly, i saw zero lag, but the sound was a bit messed up, are you at a party, or is your mic not working properly, or <type the problem here>.
Anyway to get some sort of monster immunity when on a train? Perhaps while in the train monsters ignore you?
I've lost quite a few trains and rail do to creepers bunching up at the track. Now with minecarts and standard stuff this isn't that much an issue since you don't usually make cross-country minecart trains. But as I've begun to put together larger trains that go cross country full of stuff to an NPC village it's become a constant problem.
Sucks when you lose six or more full freight cars. Either that or having to stop from 55+ mph to get out, kill the creepers in the way then start back up again.
I figured the engine and passenger cars could emit light. Perhaps when sitting on the train you are invisible to monsters?
Again thanks for this awesome mod. Still waiting for that freight car
What I can do:
Detecting if it's raining/snowing might be possible, but:
Maybe, I will have to look at EntityPlayer's code
Photography website: www.srphoto.ch Twitter: @Spitfire4466
I thought so when i realized that some familiar trains were missing.
As the mod is beginning to look a little cluttered i have some minor suggestions
※please refer past all the quotes
if i recall correctly most people per say will incorporate this mod alongside railcraft as it seems to compliment each other well,for that matter i recall railcraft has modified some parts of codes to prevent tracks being destroyed when in contact with water and lava,i believe this might apply to sand or any gravity affected blocks.
Bukkit is being worked on developer level with a bukkit porter however,if i recall on one of the threads in MCPortCentral,the porter will not port the mod until the SMP version has resolved its critical bugs which you can see on the trains and zeppelins wiki.
as per the previous quote ;
「if i recall correctly most people per say will incorporate this mod alongside railcraft as it seems to compliment each other well,for that matter i recall railcraft has modified some parts of codes to prevent tracks being destroyed when in contact with water and lava,i believe this might apply to sand or any gravity affected blocks.」
it would be quite awkward to have floating sand blocks 1 meter above the track due to railcraft modifiying some variables about track destruction being affected by gravity governed blocks.
about EntityPlayer,i recall in the past you mentioned something in relation to Entities in the future version of 「Trains and Zeppelins」 trains on fullspeed or a certain speed when hitting an entity full force will damage the entity which in this case creepers and the like and possibly LittleMaidMobs.
If you are taking a look at this code,instead of allowing Mobs to ignore your presence allow the Locomotives which hit Mobs head on within a set speed either damage them or kill them,since by real logic oncoming trains can kill.
this would make more sense in this case.
※probably you might have made sadistic locomotive operators who enjoy literally plowing through live objects with EntityPlayers code being modified 「jokes」
EDIT : about the suggestion on quote 1,as the mod grows larger do you think a possibility of building the mod based on a module system where you can turn on or off types of Locomotives.
Eg. diesel based locomotive module,coal based locomotive module,electric based locomotive model and highspeed locomotive module.
this is not a must do suggestion but rather a complimenting suggestion which i myself isnt sure if it is good nor bad,so i would appreciate some discussion/feedback
I think that is not enough process of crash trains and carts. Some situations really need it.
through the passage should be removed. it should not be
trains and carts must stop at this situation
The crash can look like this
Сollision of cars and trains at high speed must be accompanied by crash
This situation must be with crash:
broken rails must create crash also
so i think: have done better collision system, and add an algorithm for crash at collision at high speeds
ps I think it is more important than the weather effects)
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
maybe if the train is spreading sand on the tracks, you could re-texture the tracks, so their texture looked like it had sand on it. this effect would wear off randomly, after a set amount of time, setting the texture back to the original. randomly because if the sand wore off after an exact amount of time, you would probably get tons of lag if the sand was spread over a long distance: long sandy track distance + exact removal time = lots of lag, long sandy track distance + random removal between a set times = little or no lag. same idea with snowy tracks, except the plow would remove the snow not place it. snowy track without plow, could maybe be the same as wooden track from railcraft; minecarts go REALLY slow on wooden tracks, when CovertJaguar says "so your riders have time to enjoy the scenery" he means it!
why don't you just make the head lights on the trains emit light, like they actually work! and maybe put similar lights on future trains(modified to match style of course).
Yeah, That scale has caught me twice. First was too small, second too big.
In regards to sanding, it could be just a particle effect, or have nothing besides a GUI indication. Well, maybe the snow to the side slows the train because blocks to the side stop the trains.
Optifine has a function that allows snow to sit on rails by the way, so it's not unheard of.
Minor detail on Sanding, maybe it is only necessary when you have 10-20 cars or more? In the real world any diesel can get going on its own, but with a hundred cars up a 3 degree slope for ten miles in a monsoon, it's not going to happen.
Instead of double post:
I agreed in the future of the past. Realistic Collisions are important. However, Minecraft lacks something to make sense of all these ideas. PROPER RAILROADS. Turns that are not 90 Degrees. We've gone over this before though, and Spitfire ran into problems with having blocks ignore the cube grid.
However, anyone play Sim City 4? The tracks in that game are limited to the grid, but are shaped so the tiling creates longer smoother curves.
I preemptively apologize for my sarcasm.